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791.
Rounding is a necessary step in many mathematical processes. We are taught early in our education about significant figures and how to properly round a number. So when we are given a data set and asked to find a regression line, we are inclined to offer the line with rounded coefficients to reflect our model. However, the effects are not as insignificant as they might seem at first. In this paper, we investigate some consequences of rounding the coefficients in a least squares linear regression with respect to the calculated value of R2, and consider ways to minimize the amount of error that can arise. 相似文献
792.
Simon A. Jackson Gregory D. Martin Eugene Aidman Sabina Kleitman 《Metacognition and Learning》2018,13(1):39-56
This article presents the results of a systematic review of the literature surrounding the effects that acute sleep deprivation has on metacognitive monitoring. Metacognitive monitoring refers to the ability to accurately assess one’s own performance and state of knowledge. The mechanism behind this assessment is captured by subjective feelings of confidence concerning the accuracy of our judgments or performance. These judgments influence decision behavior. How well these subjective feelings fit with reality is critical for good decision making. For example, a driver who is overconfident in their ability to remain vigilant after a night without sleep is at risk of having an accident. A learner who is overconfident in their ability to perform well on an exam without sleep is at risk of failing. A break down in metacognitive monitoring might be responsible for the increase in poor decision making observed when people are sleep deprived. Using defined search terms and exclusion criteria, electronic database searches identified ten empirical studies suitable for review. Participants in these studies completed performance-based tasks, typically cognitive, while remaining awake for 28–63 hours. In all studies, metacognitive monitoring was assessed via confidence ratings either pre-, on-, or post-task. Extended wakefulness had a significant negative effect on performance in most studies. Evidencing good monitoring, however, the monitoring estimates such as confidence also tended to decline. Moreover, two critical variables that assess the fit of these estimates to actual performance (bias and discrimination) were mostly unaffected by the number of hours awake. Still, some results indicated that these variables may be affected by substances intended to fight sleep deprivation, such as modafinil. Within the limitations of extant literature (e.g., a sampling bias towards young adult male participants), empirical observations to date converge to suggest that metacognitive monitoring remains largely unaffected by the examined quantities of acute sleep deprivation (up to 63 hours). 相似文献
793.
Danielle Lester Gregory J. Skulmoski Darren P. Fisher Vishal Mehrotra Iris Lim Alexander Lang Justin W. L. Keogh 《British journal of educational technology : journal of the Council for Educational Technology》2023,54(6):1748-1770
While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game-based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed-methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game-based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design-related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game-based learning and develop more effective strategies to overcome these barriers to its successful implementation.
Practitioner notes
What is already known about this topic
- Gamification and game-based learning may have many benefits for university students.
- The majority of university educators do not routinely use gamification and game-based learning in their teaching.
What this paper adds
- University educators' major drivers that positively influence the use of gamification and game-based learning include their perceptions that it encourages student interactions and collaborative learning, provides fun and improves engagement and can easily be used by students.
- University educators' major barriers that negatively influence the use of gamification and game-based learning include their perceptions of a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues.
- These drivers and barriers may be classified as attitudinal, design-related and administrative, with these categories providing a useful way for universities to develop strategies to better support educators who wish to use these approaches in their teaching.
Implications for practice and policy
- Attitudinal factors such as university educators' intention to use gamification and game-based learning are influenced by a host of their perceptions including attitude, perceived usefulness and ease of use.
- A range of design-related and administrative barriers may need to be overcome to increase the use of gamification and game-based learning in the university sector.
794.